SAFETYLIT WEEKLY UPDATE

We compile citations and summaries of about 400 new articles every week.
RSS Feed

HELP: Tutorials | FAQ
CONTACT US: Contact info

Search Results

Journal Article

Citation

Gray GC, Nikolakakos T. Can. J. Law Soc. 2008; 22(1): 93-108.

Copyright

(Copyright © 2008, University of Toronto Press)

DOI

unavailable

PMID

unavailable

Abstract

The video and computer game industry now generates profits greater than Hollywood films and pornography, and ranks second in earnings only to the music industry. The most popular games are using more explicit representations of crime, drugs, sex, and extreme violence -- including violence against women. Furthermore, with advancements in technology, the violent and sexual content of video games are becoming increasingly realistic and interactive. As a result, independent national debates have been taking place globally as to whether modern video games constitute a new social problem. In this study, we perform an interactive content analysis of the most popular video games and demonstrate that "socially questionable content" is just as prevalent as violent content in the most played video games. In addition, we examine "how" video games are rated by the Entertainment Software Rating Board (ESRB) and issues of voluntary compliance regulation.

NEW SEARCH


All SafetyLit records are available for automatic download to Zotero & Mendeley
Print